Activision Strategic Managment Presentation-pepperdine Mba

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Strategic Management April 14, 2009 Candace Weber Srinivas Rao Anne Lee Yugo Hirano

Monday, April 20, 2009

Agenda •

Activision Overview



External Analysis



Internal Analysis



Strategic Alternatives



Recommendations



Q&A

Monday, April 20, 2009

GAMING INDUSTRY OVERVIEW Demographic

Political



Male 14-38 (globally) • Growing female demographic



Socio-cultural

Global



Web 2.0 (video sharing, blogs, wikis,web communities) • Online Game tournaments • Interactive experiences have growing demand



Technological

Economic

7 Generations of gaming consoles • Developments in wireless telecommunications market • Anti-piracy technology





Rating standards for games with violence/sexual content • Federal laws(in progress)-requiring ID’s for game purchase

Online gaming • Piracy in China/India • Strict censorship laws in other countries • Currency exchange rates

Recession-surge in gaming • Video games provide more of an ROI than alternative forms of entertainment

Source: Datamonitor, Games Software in the United States

Monday, April 20, 2009

Porter’s 5 Forces Threat of New Entrants: LOW Substantial startup costs reduces the threat of new entrants into the gaming market

Bargaining power of suppliers: HIGH Need for computer programming talent,Intellectual property rights, and challenge to produce highly differentiated games

Bargaining power of buyers:

COMPETITIVE RIVALRY: HIGH High development costs and dependency on blockbuster titles creates a highly competitive environment Threat of substitutes: HIGH Music, movies, digital media, and all other leisure activities that serve as a form of entertainment are substitutes

Monday, April 20, 2009

Retailers: buying power is diminished by the need to provide titles from all publishers Consumers: Have access to multiple titles on multiple consoles, which results in limited brand loyalty, and low switching costs Console Manufacturers: They own one of the major distribution channels so they have high bargaining power

SWOT ANALYSIS STRENGTHS

WEAKNESSES



Guitar Hero Franchise • 2nd largest publisher in the industry • Strong distribution channel (all consoles, multiple retailers) • Exclusive relationships with movie studios



OPPORTUNITIES

THREATS

Console Development • International Expansion • Growing Female Market • Partnerships with Cable/Broadcasters





Monday, April 20, 2009

Brand awareness not high outside of target audience • Shelf life of games is short • Dependency on console industry

Console manufacturers also act as publishers (i.e. Microsoft, Nintendo) • Digital piracy

Organizational Goals •

Mission: Create great games that sell



Develop multiple games across multiple genres (not focused on developing epic games)



Focus on shareholder value •



Will forego features & functions for profitability

Develop breakthrough creative advertising to optimize media plans

Monday, April 20, 2009

Stakeholder Management Rene Pennison, Chairman Activision Blizzard

Bobby Kotic, CEO Activision

Qualifications

Qualifications

Graduated from l’École Supérieure de Chimie in Lyon with an engineering degree • held important board positions with Aventis, • Senior Executive Vice President of Human Resources Aventis. • Chairman Chief Executive Officer for Social Relations and Organization of Vivendi Universal



Results Achieved

Results Achieved

Under his guidance Vivendi Games has increased the revenues from 475 Million Euros in 2004 to 804 Million Euros in 20061.







Dropped out as Art History and Literature student at University of Chicago • CEO of 4Kids Entertainment • Led turnaround for Activision after purchasing it in 1981

Took bankrupt company in 1981 to revenues to the tune of $3 billion before the merger

Source: http://arstechnica.com/gaming/news/2008/11/activision-if-we-cant-run-a-game-into-the-ground-we-dont-want-it.ars

Monday, April 20, 2009

Activision Greenlight Process Pre-Production Concept Review purpose

Assessment

Post-Production Prototype

First Playable

• Is production progressing Is the game concept valid • Does the game’s design • Based on the and marketable? prove the concept’s development of the according to budget, validity, marketability and prototype, should the schedule, and quality technical feasibility game be approved for production



• First playable version of the Game Design Overview • working prototype • Game concept/treatment • First on screen overview • preliminary marketing game • Team Identification • Recommended • Final marketing plan plan and strategy • Budget and Schedule • Final: game design, • Package/Advertising marketing positioning • Updated Budget Product P&L production p&L , concept • Product P&L budget and schedule • Revised: production budget, product P&L







deliverables

Alpha

Harvard Business School Press: Kelly Slater Pro-Surfer Monday, April 20, 2009

Is the game being completed in a timely manner consistent with creative and technical goals?

Alpha version of the game • Trade marketing summary • Final packaging/Rough TV boards • Revised product P&L • Consumer play test results

Gaming Industry Value Chain FINANCE HUMAN RESOURCES PROCUREMENT

Supporting Activities Capital/Publishing Production/Talent

Distribution layer

Involved in paying for development of new titles and seeking returns through licensing of the titles.

Or the "publishing" The users/players of the industry, involved in games generating and marketing catalogs of games for retail and online distribution.

Includes developers, designers and artists, who may be working under individual contracts or as part of in-house development teams.

Activision’s Competitive Advantage

Primary Activities

Monday, April 20, 2009

End users

ACTIVISION SUCCESS

Tony Hawk's Pro Skater 2 was the best- selling video game in the U.S. for the PlayStation(R) game console during calendar year 2000, according to NPD's TRSTS Data. • The blockbuster action- sports game ranked #1 by both unit sales and revenue. • Tony Hawk's Pro Skater 2 rocketed to the top spot just five days after its initial launch • Ended the year as the #2 selling PlayStation game by unit sales for the week of December •

Guitar Hero(R) franchise set an industry record, surpassing $1 billion in North American retail sales in just 26 months, according The NPD Group •

Guitar Hero(R) III: Legends of Rock(TM) was the #1 title in units and dollars for calendar year 2007, making it the #1 best-selling video game of all time in a single calendar year •

Monday, April 20, 2009

Financial Analysis Net revenues 3,000,000

($ thousands)

2,250,000

1,500,000

750,000

0

2004

Monday, April 20, 2009

2005

2006

2007

2008

Financial Analysis Net income (loss) 400,000

($ Thousands)

300,000

200,000

100,000

0 2004

Monday, April 20, 2009

2005

2006

2007

2008

Financial Analysis Total shareholders equity (deficit) 2,500,000

($ thousands)

2,000,000 1,500,000 1,000,000 500,000 0 2004

Monday, April 20, 2009

2005

2006

2007

2008

Financial Analysis

Monday, April 20, 2009

Financial Analysis Avg P/E



Price/ Sales

Price/ Book

Net Profit Margin (%)

12/08

-126.3

2.7

0.97

-3.5

12/07

25.9

6.5

36.54

16.8

03/07

53.2

3.82

3.8

5.7

03/06

100.8

2.76

3.12

2.7

03/05

19.5

2.19

2.71

9.6

03/04

19.2

2.43

2.61

7.8

03/03

23.9

1.16

1.45

7.7

03/02

26.9

2.26

3.93

6.6

03/01

17.7

1.07

3.66

3.3

03/00

-10.3

0.52

2.37

-6

   

Book Value/ Share

Debt/ Equity

Return on Equity (%)

Return on Assets (%)

Interest Coverage

12/08

$8.87

0

-0.9

-0.7

-77.7

12/07

$0.41

0

94.6

25.8

03/07

$2.49

0

6.1

4.8

754.1

03/06

$2.21

0

3.3

2.8

58.1

03/05

$2.05

0

12.3

10.3

648.4

03/04

$1.71

0

8.9

7.6

300.4

03/03

$1.24

0

11.1

9.4

101.7

03/02

$0.95

0.01

12.1

9.4

67.8

03/01

$0.55

0.41

11.3

5.7

4.2

Monday, 03/00 April 20, 2009

$0.42

0.68

-25.8

-11

-3.2

NA

Financial Analysis 1. Short-term solvency, or liquidity, ratios  

Company

Industry

4. Profitability ratios

S&P 500

Current Ratio

2.4

2.2

1.4

Quick Ratio

2.3

2.1

1.1

Cash ratio

0.5



2. Long-term solvency, or financial leverage, ratios  

Company

Total debt ratio

0.22

Debt/Equity Ratio

0.00

Equity multiplier

1.28

Interest Coverage

-5.1

Cash coverage ratio

-7.2

Industry  

Industry

S&P 500

Gross Margin

39.2

44.2

39.7

Return On Assets

-1.4

-5.2

8.2

Return On Equity

-1.8

-8.3

28

S&P 500  

0.06  

Company





1.02  

-5.2  

30

5. Market value ratios



3. Asset utilization, or turnover, ratios  

Company

Industry

S&P 500



Inventory Turnover

13.6

12.9

12.2

Days' sales in inventory

26.8

28.3

29.9

Receivable Turnover

4.6

5.7

15.8

Days' sales in receivables

79.3

64.0

23.1

Asset Turnover

1.16

0.6

1

Capital intensity

0.873

Monday, April 20, 2009





P/E Ratio (TTM)

Price/Book Value

Company

Industry

S&P 500

-126.3

4.25

13.52

0.97

1.49

2.97

Key Strategic Issues 1. Activision needs to leverage the media mix to best optimize the marketing plan for a game to reach the greatest revenue 2. Activision lags in the global market, while EA Sports is number one in international sales

Monday, April 20, 2009

Strategic Alternatives 1. Related Diversification: Media Mix (leverage resources across multiple game genres) 2.Related Diversification: Vertical Integration(Console Manufacturing) 3.Broad Differentiation

Monday, April 20, 2009

STRATEGIC RECOMMENDATION 1. Related Diversification: Media Mix (leverage resources across multiple game genres) •

Tactical level: •

Effectively utilize online marketing



Partner with other developers of entertainment products in the same genre as a particular video game



Leverage its own games as a medium for in-game advertising

Monday, April 20, 2009

Formulation and Implementation •



Develop Strategic alliances



Alliances with broadband providers, wireless providers, and anti-piracy lobbies



Strengthen existing alliances with studios to cross promote games in movies, dvd's, etc. to optimize media mix

Budget

• •

Team Development

• •

Allocate budgets for developing strategic partnerships

Develop cross-functional teams globally and domestically

Timeline



Define necessary stages to test-market the strategy

Monday, April 20, 2009

BALANCED SCORECARD Business Perspective Goals: Design internal project team

Measures: employee retention

Operational Perspective Goals: roll out out the the roll diversification diversification strategy through through strategy test markets markets test

Monday, April 20, 2009

Measures: ROI ROI

Customer Perspective Goals: conduct a consumer survey within Big Box retailers.

Measures: effectiveness and impact of its ads on point of purchase

Innovation and Learning Perspective Goals: Train project team Continually train continually project team

Measures: time to market improvements in rollouts

QUESTIONS?

Monday, April 20, 2009

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